Advertisement

Does Gamification in MOOC Discussion Forums Work?

  • Matthias Reischer
  • Mohammad KhalilEmail author
  • Martin Ebner
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10254)

Abstract

Massive Open Online Courses (MOOCs) are a new form of learning environment aimed towards accessibility and openness using contemporary technologies. One of the MOOC’s key features is the social interaction which usually takes place in discussion forums. This article focuses on reworking and analyzing the existing iMooX forum by enriching the new design with gamification elements. The intended objectives aim at refreshing the current style and improving its handling and usability. This article provides our experience of this implementation as well as examining whether or not the gamification elements can help increase the participation rate and the teacher-to-student and student-to-student communication exchange. Results of the new design showed a good user satisfaction and a slight positive impact.

Keywords

MOOCs Gamification Discussion forums Learning Analytics Evaluation 

References

  1. 1.
    Brinton, C.G., Chiang, M., Jain, S., Lam, H., Liu, Z., Wong, F.M.F.: Learning about social learning in MOOCs: from statistical analysis to generative model. IEEE Trans. Learn. Technol. 7(4), 346–359 (2014)Google Scholar
  2. 2.
    Coetzee, D., Fox, A., Hearst, M.A., Hartmann, B.: Should your MOOC forum use a reputation system? In: Proceedings of the 17th ACM Conference on Computer Supported Cooperative Work and Social Computing, pp. 1176–1187. ACM (2014)Google Scholar
  3. 3.
    Ferguson, R., Clow, D.: Examining engagement: analysing learner subpopulations in massive open online courses (MOOCs). In: Proceedings of LAK 2015, pp. 51–58 (2015)Google Scholar
  4. 4.
    Fischer, H., Dreisiebner, S., Franken, O., Ebner, M., Kopp, M., Köhler, T.: Revenue vs. costs of MOOC platforms. Discussion of business models for xMOOC providers based on empirical findings and experiences during implementation of the project iMOOX. In: Proceedings of ICERI 2014, pp. 2991–3000. IATED (2014)Google Scholar
  5. 5.
    Gunawardhana, P., Palaniappan, S.: Gamification. J. Adv. Appl. Sci. (JAAS) 3(02), 51–58 (2005). AROPUBGoogle Scholar
  6. 6.
    Khalil, M., Ebner, M.: What massive open online course (MOOC) stakeholders can learn from learning analytics? In: Spector, M.J., Lockee, B.B., Childress, M.D. (eds.) Learning Design and Technology. Springer International Publishing, Cham (2016). doi: 10.1007/978-3-319-17727-4_3-1 Google Scholar
  7. 7.
    Khalil, M., Ebner, M.: Learning analytics in MOOCs: can data improve students retention and learning? In: Proceedings of EdMedia 2016, pp. 569–576, AACE, Vancouver (2016)Google Scholar
  8. 8.
    Kopp, M., Ebner, M.: iMooX Publikationen rund um das Pionierprojekt. Druckerei, Verlag Mayer GmbH, and Co KG, Weinitzen (2015). ISBN 978-3-8533-259-7Google Scholar
  9. 9.
    McAuley, A., Stewart, B., Siemens, G., Cormier, D.: The MOOC model for digital practice. Research report (2010). http://www.davecormier.com/edblog/wp-content/uploads/MOOC_Final.pdf. Accessed 07 Jan 2016
  10. 10.
    Salmon, G.: E-Moderating. The Key to Teaching and Learning Online. RoutledgeFarmer, Abingdon (2007)Google Scholar
  11. 11.
    Vasylyna, N.: 4 Steps For Successful UI Prototyping. Article (2011). http://blog.qatestlab.com/2011/02/28/4-steps-for-successful-ui-prototyping/. Accessed 02 Dec 2016
  12. 12.
    Zichermann, G., Cunningham, C.: Gamification by Design, vol. 1. O’Reilly and Associates, Sebastopol (2011)Google Scholar

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  • Matthias Reischer
    • 1
  • Mohammad Khalil
    • 1
    Email author
  • Martin Ebner
    • 1
  1. 1.Educational TechnologyGraz University of TechnologyGrazAustria

Personalised recommendations